janexx wrote:Hi there,
For the "pack" itself create a special vertex group where the name begins with a ' * ' On the backpack side it contains all the vertices of the bag and on the human model side it contains only three (! this is important !) vertices, in form of an isosceles triangle on the human back. For the belt of the backpack use normal vertex groups.
Well the asterisk never meant anything ... since each vertex is calculated by the nearest 3 "available" vertices, it didn't matter if a '*' was in front of the name when only 3 were given
That's the reason I didn't continue the old way of MakeClothes and did not mention it explicitely in the new Version. However the documentation is describing the same:
http://www.makehumancommunity.org/wiki/Documentation:ClothesV2From there I linked to create vertex groups:
http://www.makehumancommunity.org/wiki/Documentation:MakeClothes_Vertex-GroupsThe crown is an element with 3 reference vertices and should also not bend. Of course it will adapt to the size of the head whereas your bag also grows with the character ... ( and might be higher for a tall character)
janexx wrote:What worked for me since now is to assign just one group called *bag to all bag vertices. It looks good in Makehuman, but then the bag is not really skinned to the human model. Now I wanted to skin it and find it really difficult to weightpaint the belts / assign vertex groups because every vertex must belong to only one vertex group. Using the automatic weight function in Blender doesn't help here very much. When I finally created the cloth (by hitting the "Make clothes" button in the addon) the mesh is totally exploded in Makehuman. Is there a trick how I can do that best?
Inside MakeHuman we use both, vertex groups which adapt to the body (the straps in your case) and some which don't do it (the bag itself). The problem is the boundary between both. So this problem is normally solved with two vertexgroups, straps are assigned to a non-rigid group, (I would use part of tight-helper normally) and bag would use 3 vertices on the back.
Best result is when the straps end near one of the 3 verts for the bag, I guess.
This method is partly used for e.g. the wonder-woman strap I did, but also for buttons and buckles. Also for the diver equipment Grinsegold did with me. The diving cylinder isn't that flexible in reality
However, the method will never be perfect. If in Blender an exported mesh from MakeHuman sometimes must be corrected, worst results are typically for females with different breast sizes because formerly rigid buttons are squeezed to ovals etc. On other parts smoothing of the weights might help. The buttons must be usually created again.
The most perfect way: It is possible to export own weights from Blender to MakeHuman. If you want to take a look: The standard shoes come with a .mhw file. These are weights like for the standard body itself. But this means a weight transfer (+ weight painting) in Blender and then export the .mhw file.
First try with the "normal" method, so doing a group for straps and one for the bag.
I can of course add a tutorial how to create an .mhw file somewhen. It is blender work + exporting with a plugin.